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New FFH/EITB PBEM?

Well hopefully it isn't necessary, but I would be willing to take Yell0w's place if he doesn't show up.
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So after my Computer broke down my Internet connection did.
Honestly the thought of going to a Internet Café didn't even cross my mind, I've got my plate full, more than I anticipated to be honest.

Since I don't want to delay another game I should sort things out before I get into a new one, I'm very sorry to do this so late but I've got to withdraw from this game.

My apologies!
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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It is okay-computer problems are very understandable.

gtAngel, are you still interested?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Yeah, I would love to play. I'll send you my email and top Civ picks soon.
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(January 23rd, 2013, 18:33)Yell0w Wrote: So after my Computer broke down my Internet connection did.
Honestly the thought of going to a Internet Café didn't even cross my mind, I've got my plate full, more than I anticipated to be honest.

Since I don't want to delay another game I should sort things out before I get into a new one, I'm very sorry to do this so late but I've got to withdraw from this game.

My apologies!

Sorry to hear that, but hopefully you'll get everything straightened out without too much trouble. I'm sure we'll be glad to have you in a new one once you have Real Life back under control.

Thanks for the update.

(January 23rd, 2013, 19:10)gtAngel Wrote: Yeah, I would love to play. I'll send you my email and top Civ picks soon.
Welcome aboard. smile

E-mail actually should go to the rest of us, the players are the ones who'll need it. If you'd rather not post it here, you can send it to me at RBMardoc at Gmail, and I'll pass on everyone else's addresses.

Also - what's your timezone and preferred time to play? Need to figure out where you fit in the turn rotation.
EitB 25 - Perpentach
Occasional mapmaker

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gtAngel set me his/her time slot: 11:00PM-7:00AM GMT/UTC (6:00PM-2:00AM EST).

Civ selections to come shortly. Last chance to change anything!
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(January 23rd, 2013, 20:03)Merovech Wrote: gtAngel set me his/her time slot: 11:00PM-7:00AM GMT/UTC (6:00PM-2:00AM EST).

Great! I suspect that means he'll fit in best between me and Ellimist - I play between 6-10 pm Central, Ellimist plays later. That would make our rotation
Selrahc
Mardoc
gtAngel
Ellimist
Hiding Kneel

Any objections? Remember, getting this right will make a huge difference in turn pace for the rest of the game.

Ah, Merovech - how's the map coming along wink?
EitB 25 - Perpentach
Occasional mapmaker

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Actually, as it stands right now, everyone gets their first choices! (no particular order)

Selrahc: Auric Ulvin of the Illians.

Mardoc: Perpentach of the Balseraphs

HidingKneel: Thessa of the Ljosalfar

gtAngel: Shekinah of the Sidar

Ellimist: Decius of the Calabim
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(January 23rd, 2013, 20:22)Mardoc Wrote:
(January 23rd, 2013, 20:03)Merovech Wrote: gtAngel set me his/her time slot: 11:00PM-7:00AM GMT/UTC (6:00PM-2:00AM EST).

Great! I suspect that means he'll fit in best between me and Ellimist - I play between 6-10 pm Central, Ellimist plays later. That would make our rotation
Selrahc
Mardoc
gtAngel
Ellimist
Hiding Kneel

Any objections? Remember, getting this right will make a huge difference in turn pace for the rest of the game.

Ah, Merovech - how's the map coming along wink?

I put it off for a few days, but it's almost done. Starting locations are ready. Mainly, I want to run it through (a modification of) novice's map balancing tool first. Edit: And of course, let the lurker thread check it out. :P

I can create a turn order and give everyone their starting locations once we actually agree on the compensation for the Illians.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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No rush, we'll be playing for a while, best to have the map right.

(January 23rd, 2013, 20:23)Merovech Wrote: (a modification of) novice's map balancing tool first.

You have the Grail?! eek

Can I have a copy of that? Please....please
EitB 25 - Perpentach
Occasional mapmaker

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